The Absalom Gambit (Inactive)

Game Master Vuvu

A sandbox campaign focused on Absalom and the sewers beneath it.


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Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Boneyard looks at the pictures from the doorway.
Knowledge (arcana) 1d20 + 7 ⇒ (18) + 7 = 25
Knowledge (religion) 1d20 + 7 ⇒ (8) + 7 = 15
Knowledge (nature) 1d20 + 7 ⇒ (16) + 7 = 23
Knowledge (planes) 1d20 + 7 ⇒ (5) + 7 = 12
Knowledge (local) 1d20 + 17 ⇒ (13) + 17 = 30
Knowledge (dungeoneering) 1d20 + 7 ⇒ (14) + 7 = 21


Unnamed

the results will come later when I get home.

boneyard you also realize that there is quicksand 10 feet directly in front of you. It looks like there are multiple areas thought out the room like that.


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

arcana +7: 1d20 + 7 ⇒ (2) + 7 = 9
religion +3 (unranked): 1d20 + 3 ⇒ (17) + 3 = 20
nature +3 (unranked): 1d20 + 3 ⇒ (20) + 3 = 23
planes +7: 1d20 + 7 ⇒ (18) + 7 = 25
local +7: 1d20 + 7 ⇒ (12) + 7 = 19
dungeoneering +7: 1d20 + 7 ⇒ (7) + 7 = 14


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

Mizaru knows not a dang thing about the pictures and instead looks around the room.

Perception: 1d20 + 11 ⇒ (16) + 11 = 27


Unnamed

One picture has a 12 Headed Pyrohydra on it.

Another has some kind of ooze, but what you are not sure

Another has a Meladaemon

Yet another has a Giant variant known as a Shadow Giant

The fifth is a Madragora Swarm

While the last one is some kind of undead creature. It is skeletal, wearing robes, with a spell book at it's waste.

Mizaru notices that the room is filled with areas that are safe to walk and areas that are quick sand, the pattern is random. It would make combat in the room difficult.

At the door the key hole is covered over and there are strange runes lining the door.

Linguisitcs check please


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Linguistics 1d20 + 7 ⇒ (3) + 7 = 10
or Azlanti, Common, Draconic, Elven, Goblin, or Varisian if I'm lucky (which I'm probably not)


Unnamed

you are not sir! Comprehend languages also would work


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

I fear Kracow's spellbook and our only source of comprehend languages is smashed pancake-thin upstairs right now.

"Got a feeling we're going to be facing all sorts of fun from those paintings. Want me to see if I can trigger one of them with an illusion or shall we see if there is a way to dance across without getting near them?


Unnamed

Boneyard casts a silent image, nothing seems to happen. However looking closer at the pictures there is a place at the base of each one to place a hand.

Gentle GM Hint. If there is combat you are in trouble if you have not figured out how to know where the traps are...they cannot be disarmed


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

This does not bode well. We are hurt and down spells and yet it seems we are a out to have a plethora of challenges. Perhaps we should rest first....


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

"That sounds like a good idea Varin. Now that we have the halfling, hopefully we have our key back. We can consider how we want to pass this room." Boneyard will take a look over the halfling's body, using detect magic to pinpoint any magic items.


Unnamed

You could close the and lock the door you came in.


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

"Hmmm, I think one of my ghosts I haven't heard before is suggesting it might be a good idea to close and lock the door while we rest and contemplate our next move in there." Boneyard closes and locks the door. DD 1d20 + 17 ⇒ (2) + 17 = 19 Maybe he only think he locks the door.

"While we rest, what do you all think of that quicksand? Can you think of any way we can test it out to learn where it all is? The only thing I can think of in my repertoire is tossing the gems I recovered from Sycorag, though I suppose we might find some pebbles that would work just as well."


Unnamed

Boneyard is easily able to discern where it is by looking (ie taking a move action. The problem is remembering where it is in a fight.


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

"Anyone have a cloak we can shred? I have five sheets of paper we could use to mark the quicksand, but that may not go very far...and may not do us much good if entering the room triggers anything."


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

"If you want to set here long enough, I'll knit us some lovely anti-mascars...", Gunser grins. "Or less time, nets of twine. Or even less, loops of it. Then you finger-twiddlers, you can stretch 'em out marking the muck." He begins to ravel twine from one sleeve of his robe...


Unnamed

Gunser weaves through the night as everyone sleeps. Come the morning Varin boneyard and mizaru are hubgry.

now what


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

We cook up some dragon meat of course :)

"Nice work Gunser." Boneyard unlocks the door and uses mage hand to place the nets/loops on each area that we see quicksand.


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

Mizaru eats what is given to him, trusting them enough to partake with them. He seems a bit somber, realization that he could full well die before he can get out of the tower hitting him.

"What happened to the halfling? We can use him to test what happens. Does he still live where you put him? I've not seen him eat nor drink."


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Shreds up some herbs and passes them to boneyard. Then lays down to sleep. Then next morning when he wakes he fixes breakfast for everyone using the last of his rations and what dragon meat he has left.


Unnamed

In the morning The halfling is rolled out of the bag of holding, gaunt and weary. It is awake and he says nothing.

You will have to determine which of the pictures you want to touch.


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Does our method of marking the quicksand seem to be working?


Unnamed

yes it does


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Lets see what this says...

Casts comprehend languages and reads the runs aloud.


Unnamed

The language is very flowery and elaborate, but the gist is that the key whole does not open until one of the challenges (pictures) is defeated. The party must pick one.


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

"Nice work Varin. I'd say not the ooze unless someone can identify it. I'd also rather not face the swarm of mandragoras. I don't think any of us are well-equipped to deal with swarming creatures. What do you all think of the others?"


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

"I will put faith into your decision. I am not knowledgeable of these creatures."


Unnamed

every buffs up and gets ready. map coming later.

Boneyard pauses and listens to his ghosts for a moment.

this giant can drain us. Are we sure?


Unnamed

[ooc[ Absalom Map updated. You entered from the north you are exiting to the south. Black is quicksand[/ooc]


Unnamed

[ooc] new map up. who you are is in discussion Hydra wins init [ooc]

Mizaru touches the center of the picture and it immediately comes to life surprising all. A torrent of flames roars out of each head. Each head sends a gout of 15 feet of flame. 6 of them wash over Mizaru and 5 over Gunser.

Those looking behind the beast can see that there appears to be a space exactly the right size for it, inside the picture.

Mizaru DC 19 Reflexes for half on each head

3d6 ⇒ (2, 2, 1) = 5
3d6 ⇒ (5, 3, 2) = 10
3d6 ⇒ (2, 6, 3) = 11
3d6 ⇒ (3, 6, 5) = 14
3d6 ⇒ (6, 1, 2) = 9
3d6 ⇒ (1, 2, 6) = 9

Gunser DC 19 Reflex for each head for half

3d6 ⇒ (2, 3, 6) = 11
3d6 ⇒ (2, 6, 2) = 10
3d6 ⇒ (6, 6, 4) = 16
3d6 ⇒ (5, 3, 5) = 13
3d6 ⇒ (4, 3, 6) = 13

Go heroes


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Hold up i said i wanted to buff people before we opened the can of woop ass. Mizaru and gun should have heroism up. I should have mage armor as should boneyard.

Varin looks at the creature willing it to be more vulnerable to anything that it might beable to resist. Dc18 will evil eye set for saves.


Unnamed

that is fine, just make sure you all state what you did...but you did have 4 days! lol


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

I did say it back over in discussion. I just never got to post it over here. I was wairing for a ready post over here lol.

Just before the creature is summoned Varin casts a spell of protection over each if the party.


Unnamed

from evil?


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

Spell of protection on Mizaru is Heroism, I suppose? Also, I assume that I raged right before touching the mural to open up a can of whoop-ass.

Mizaru grips his weapon tight in one hand and is barely coherent enough to touch the picture with his other.

Rage Stats:
Rage: 4 STR, +4 CON (+12 HP), +2 Fort, +2 Will, -2 AC, +2 hammer damage, +1 nat AC, 2 claws, cannot be willing for spells
(HP 99/99, AC 16/11/13, Fort +10, Ref +5, Will +5 [+13/+8/+6 against spells])

Despite being prepared, the vanara is still caught off-guard by the sudden burst of flames coming from the newly-awoken hydra and he is only able to dodge out of the way of half of the gouts, his close position making it difficult to maneuver.

Is that torrent of flames a Spell-Like Ability? If not, does the Hydra have any SLAs or spells? Very important since I get bonuses against creatures with them.

For the reflex saves, add another +2 if the torrent of flame is an SLA. I'm assuming I have Heroism up. I'm also assuming damage is rounded up.

Reflex: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20 Pass - Damage: 3
Reflex: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12 Fail - Damage: 10
Reflex: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12 Fail - Damage: 11
Reflex: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23 Pass - Damage: 7
Reflex: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14 Fail - Damage: 9
Reflex: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27 Pass - Damage: 5

Total damage: 45
Current Raging HP: 54/99

Singed, Mizaru bellows a loud war cry as he hops back and swings his hammer at the hydra, aiming for the nearest available target, which is one of the heads, and then follows it up with another heavy blow.

I'm also assuming I'm right beside it, considering it just came out of the picture I touched. I take a 5-foot step back to the nearest available space to attack it with reach, then do a Full Attack! Again, assuming I have Heroism. If the hydra has spells/SLAs, then add 2 damage for each attack.

Raging PA Hammer: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20 for Hammer Damage: 1d12 + 19 ⇒ (1) + 19 = 20 and Acid Damage: 1d6 ⇒ 6
Raging PA Hammer: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12 for Hammer Damage: 1d12 + 19 ⇒ (1) + 19 = 20 and Acid Damage: 1d6 ⇒ 6

...That's bad. I'll use a Mythic Power on the first roll.
Mythic Power 5/6: 1d6 ⇒ 3
So the attack roll for the first will be a total of 23!


Unnamed

the first attack hits, no spells or SLA, all EX
1d20 ⇒ 14 the beast shakes off the effects of Varin's evil eye. [ooc] allowing that to effect the whole beast. what are the mechanics of the vulnerability


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Boneyard is taken aback for a moment with the speed in which the pyrohyrdra erupts from the painting and begins breathing flames over Mizaru and Gunser. He fixes a glare on the pyrohydra and selects two of the heads on the left side for attention. Boneyard draws extra strength from his well of power and casts cacophonous call using mythic power to allow it to affect two of the heads. DC 18


Unnamed

2d20 ⇒ (14, 11) = 25

one of the heads begins to vomit


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

[Ooc]-2 penalty to saves for one rd if passes 1d4+1 if failed. will reapply next round. And Mizaru has the right of it heroism for him and gunser mage armor for me and bone. Just was trying to make it sound nicer. [Ooc]


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

So, five saves, with Heroism:
Reflex+6 vs 19: 1d20 + 6 ⇒ (2) + 6 = 8
Reflex+6 vs 19: 1d20 + 6 ⇒ (2) + 6 = 8
Reflex+6 vs 19: 1d20 + 6 ⇒ (13) + 6 = 19
Reflex+6 vs 19: 1d20 + 6 ⇒ (19) + 6 = 25
Reflex+6 vs 19: 1d20 + 6 ⇒ (14) + 6 = 20

11,10,16,13,13 * F,F,P,P,P = 11,10,8,7,7 = 45 damage

Oar @ +9 4d6+6, non-lethal, take 1d6, nl: 1d20 + 9 ⇒ (5) + 9 = 14
(missed, right? no feedback damage)

Oar @ +4 4d6+6, non-lethal, take 1d6, nl: 1d20 + 4 ⇒ (7) + 4 = 11

5' step to be sure I'm not in a position to be shoved into the quicksand.

(AC is 22)


Unnamed

Both attacks by Gunser miss, and he takes an AOO as he moves into reach

1d20 ⇒ 6 but it misses.

rd 2

One of the hydra heads continues to vomit.

5 go for Mizaru and 5 go for Gunser

Mizaru
1d20 ⇒ 9 for 1d8 + 4 ⇒ (4) + 4 = 8
1d20 ⇒ 14 for 1d8 + 4 ⇒ (8) + 4 = 12
1d20 ⇒ 6 for 1d8 + 4 ⇒ (6) + 4 = 10
1d20 ⇒ 8 for 1d8 + 4 ⇒ (2) + 4 = 6
1d20 ⇒ 9 for 1d8 + 4 ⇒ (8) + 4 = 12

Gunser
1d20 ⇒ 2 miss
1d20 ⇒ 7 miss
1d20 ⇒ 17 for 1d8 + 4 ⇒ (7) + 4 = 11
1d20 ⇒ 12 for 1d8 + 4 ⇒ (3) + 4 = 7
1d20 ⇒ 15 for 1d8 + 4 ⇒ (5) + 4 = 9

GO HEROES

dont forget the channeling statue


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

Bloody hell. I don't think I can take another blow like that.
Current Raging HP: 6/99

Despite being heavily wounded and bleeding, Mizaru still responds in kind, twirling his hammer to pierce the nearest head.

Aiming for the one that's already wounded (if it's not the one vomiting).

Raging PA Hammer: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24 for Hammer Damage: 1d12 + 19 ⇒ (4) + 19 = 23 and Acid Damage: 1d6 ⇒ 3
Raging PA Hammer: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19 for Hammer Damage: 1d12 + 19 ⇒ (2) + 19 = 21 and Acid Damage: 1d6 ⇒ 6


Unnamed

you need slashing to sever a head, I will let your hammer knock them off, it just takes a little more damage also I made an error and you killed a head last round so two are dead

Mizaru smashes one of the heads to a pulp, it falls off dead, and singed.

1d5 ⇒ 4 you killed head 4 last round so regain 6 hp


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Evil eye attack rolls dc 18

Well it was nice playing with yiu guys wonder what Mini is gonna run for us next?


Unnamed

1d20 ⇒ 6 1d4 + 1 ⇒ (1) + 1 = 2


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Mini, can I throw multiple mythic points to both affect multiple heads and make them save twice?


Unnamed

no a mythic is a swift action, and I am confident the intent was one per round


Unnamed

Boneyard does his mythic trick and tries to make two heads vomit

2d20 ⇒ (10, 1) = 11

Two more heads start to puke

That makes 3 vomiting heads and 2 dead heads. 6 left.

Gunser goes to town with his oar

1d20 + 9 ⇒ (14) + 9 = 23

1d20 + 4 + 1d6 ⇒ (17) + 4 + (3) = 24 using a mythic point

8d6 + 12 ⇒ (5, 1, 3, 4, 4, 1, 5, 1) + 12 = 36 Gunser takes 2d6 ⇒ (5, 4) = 9

The hydra fumes and attacks

On Mizaru [ooc] Dont forget that I gave you back 6 pts of damage
1d20 ⇒ 18 for 1d8 + 4 ⇒ (6) + 4 = 10
1d20 ⇒ 1 miss
1d20 ⇒ 6 for 1d8 + 4 ⇒ (2) + 4 = 6

On Gunser

1d20 ⇒ 13 for 1d8 + 4 ⇒ (1) + 4 = 5
1d20 ⇒ 4 miss
1d20 ⇒ 13 for 1d8 + 4 ⇒ (8) + 4 = 12

Go Heroes


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Pop a head with sleep hex. Dc 18


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

Current Raging HP: -4/99
Fighting Defensively (+2 AC) Full-attack. Current AC: 18/13/13

Mizaru suffers a few more blows, nothing compared to the damage he took earlier, but it's clear that his wounds are taking a toll on him.

Despite this, he only takes a moment to spit out blood before leaping again into the battle. His attacks are vicious as always, but his movements have become a lot more cautious than his rage would suggest he be able to do.

Aiming for any heads which aren't incapacitated.
Raging PA Hammer: 1d20 + 11 + 2 - 4 ⇒ (15) + 11 + 2 - 4 = 24 for Hammer Damage: 1d12 + 19 ⇒ (6) + 19 = 25 and Acid Damage: 1d6 ⇒ 5
Raging PA Hammer: 1d20 + 6 + 2 - 4 ⇒ (8) + 6 + 2 - 4 = 12 for Hammer Damage: 1d12 + 19 ⇒ (8) + 19 = 27 and Acid Damage: 1d6 ⇒ 6

Bah. Adding a mythic to that last roll.
Mythic Power 4/6: 1d6 ⇒ 6 Total of 18 now.

Hoping that it doesn't have a trick up its sleeve that'll let it deal a whole lot more damage. Mizaru can only take up to -48 HP before his body fails him.

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